// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: BlurVertShader.vsh ********

// File data
static const char _BlurVertShader_vsh[] = 
	"// Blur filter kernel shader\r\n"
	"//\r\n"
	"// 0  1  2  3  4\r\n"
	"// x--x--X--x--x    <- original filter kernel\r\n"
	"//   y---X---y      <- filter kernel abusing the hardware texture filtering\r\n"
	"//       |\r\n"
	"//      texel center\r\n"
	"//\r\n"
	"// \r\n"
	"// Using hardware texture filtering, the amount of samples can be\r\n"
	"// reduced to three. To calculate the offset, use this formula:\r\n"
	"// d = w1 / (w1 + w2),  whereas w1 and w2 denote the filter kernel weights\r\n"
	"\r\n"
	"attribute highp   vec3  inVertex;\r\n"
	"attribute mediump vec2  inTexCoord;\r\n"
	"\r\n"
	"uniform mediump float  TexelOffsetX;\r\n"
	"uniform mediump float  TexelOffsetY;\r\n"
	"\r\n"
	"varying mediump vec2  TexCoord0;\r\n"
	"varying mediump vec2  TexCoord1;\r\n"
	"varying mediump vec2  TexCoord2;\r\n"
	"\r\n"
	"void main()\r\n"
	"{\r\n"
	"\t// Pass through vertex\r\n"
	"\tgl_Position = vec4(inVertex, 1.0);\r\n"
	"\t\r\n"
	"\t// Calculate texture offsets and pass through\t\r\n"
	"\tmediump vec2 offset = vec2(TexelOffsetX, TexelOffsetY);\r\n"
	"  \r\n"
	"    TexCoord0 = inTexCoord - offset;\r\n"
	"    TexCoord1 = inTexCoord;\r\n"
	"    TexCoord2 = inTexCoord + offset;    \r\n"
	"\r\n"
	"}";

// Register BlurVertShader.vsh in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_BlurVertShader_vsh("BlurVertShader.vsh", _BlurVertShader_vsh, 989);

// ******** End: BlurVertShader.vsh ********

// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: BlurVertShader.vsc ********

// File data
A32BIT _BlurVertShader_vsc[] = {
0x10fab438,0xf9d559a3,0x30050100,0x2501,0xd363e337,0x2000000,0x20000000,0x66020000,0x0,0x4000000,0x0,0x39000000,0x20202,0x0,0x2020000,0x2,0x0,0x32010000,0x55535020,0x20,0x126,0x1,0x1,0x0,0x204,0x80,0x2,0x7d,0x0,0x8,0x0,0xffffffff,0x0,0x122000a,0xffff,0x6,0x0,0x0,0x2,0x0,0x0,0x0,0x0,0xfffc,0x0,0x0,0x0,0xffff0003,0xffffffff,0x10000,0x800006,0x40002,0x0,0x50002,0x100000,0x37,0xffffffff,0xffffffff,0x0,0x0,0x4,0x20003,0x40000,0x80010003,
0x80018001,0x8001,0x0,0x40000,0x0,0x1010000,0x0,0xfd10,0x2001a000,0x1a0028a1,0x10016060,0x2002883,0x1001a0c0,0x228a1,0x40000,0x80040003,0x80018001,0x8001,0x0,0x40000,0x10000,0x1010001,0x401,0x2a54fa10,0x225f081,0x6ad538a3,0x625f101,0x3893,0x1001e0a0,0x628a3,0x8000000,0x803f,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x6c670800,0x736f505f,0x6f697469,0x100006e,0x30505,0x100,0x4000001,0xf00,0x65566e69,0x78657472,0x4000000,0x304,0x1000001,0x40000,0x54000007,0x6c657865,0x7366664f,0x587465,0x3020000,0x1000002,0x10000,0x1000104,0x65540000,0x4f6c6578,0x65736666,
0x5974,0x2030200,0x10000,0x5000100,0x10001,0x78655400,0x726f6f43,0x3064,0x2050300,0x10000,0x100,0x30002,0x546e6900,0x6f437865,0x64726f,0x4030000,0x1000002,0x10000,0x3000404,0x65540000,0x6f6f4378,0x316472,0x5030000,0x1000002,0x10000,0x3000204,0x65540000,0x6f6f4378,0x326472,0x5030000,0x1000002,0x10000,0x3000208,0x0,
};

// Register BlurVertShader.vsc in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_BlurVertShader_vsc("BlurVertShader.vsc", _BlurVertShader_vsc, 646);

// ******** End: BlurVertShader.vsc ********

